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CHAPTER II—GAMES OF THOUGHT, WIT AND MEMORY
Impromptu Games
DRAMATIC ADJECTIVES
O
NE of the company leaves the room and the rest agree upon some adjective that may be easily acted. The person who is to do the guessing returns and asks a question of the members of the company in turn or at haphazard.
In making the replies, every one must act in such a manner as to suggest the adjective agreed upon.
For example, the word selected may be "Weary," and each answer is prefaced with a sigh, a drooping of the body, and an evident desire to lean up against something. Or, the word decided upon may be "Pedantic." The questioner may perhaps ask, "Can you not give me an idea of what it is ?" and gets for reply: " It depends upon what you mean by an 'idea.' Prof. Porter says that Plato defines an idea as ' the archetypal essence of all things, subsumed under one concept.' " Not receiving much enlightenment, he may ask the next player, "Will you not throw some light upon this subject?" and receives the answer: "You know that there are many kinds of light. There are the actinic
rays-----" He is apt to intercept further display of
learning by turning to some such safe topic as the weather. But even here he may be told of meteorology
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